/Engine/Source/Runtime/Engine/Classes/Materials/Material.h
Warning: Creating new materials directly increases shader compile times! Consider creating a Material Instance off of an existing material instead.
class UMaterial : public [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface)
uint8:  1
AllowTranslucentCustomDepthWrites
Allows a translucent material to be used with custom depth writing by compiling additional shaders.
uint8:  1
bAllowDevelopmentShaderCompile
If true the compilation environment will be changed to remove the global COMPILE_SHADERS_FOR_DEVELOPMENT flag.
uint8:  1
bAllowFrontLayerTranslucency
Allows a translucent material to be used with Front Layer Translucency by compiling additional shaders.
uint8:  1
bAllowNegativeEmissiveColor
Whether the material should allow outputting negative emissive color values.
bool
bAlwaysEvaluateWorldPositionOffset
Forces World Position Offset to always be evaluated for this material, even if the primitive it's applied to has disabled it via "Evaluate World Position Offset" or "World Position Offset Disable Distance".
uint8:  1
bApplyCloudFogging
When true, translucent materials receive cloud contribution as part of the fog evaluation, per vertex or per pixel according to the other selected options.
uint8:  1
bAutomaticallySetUsageInEditor
Whether to automatically set usage flags based on what the material is applied to in the editor.
uint8:  1
bCanMaskedBeAssumedOpaque
True if this Material can be assumed Opaque when set to masked.
uint8:  1
bCastDynamicShadowAsMasked
Whether the material should cast shadows as masked even though it has a translucent blend mode.
uint8:  1
bCastRayTracedShadows
When true, the material casts ray tracing shadows.
uint8:  1
bComputeFogPerPixel
When true, translucent materials have fog computed for every pixel, which costs more but fixes artifacts due to low tessellation.
uint8:  1
bContactShadows
Contact shadows on translucency
uint8:  1
bDisableDepthTest
Whether to draw on top of opaque pixels even if behind them.
uint8:  1
bEnableExecWire
uint8:  1
bEnableMobileSeparateTranslucency
Indicates that the translucent material should not be affected by bloom or DOF.
uint8:  1
bEnableNewHLSLGenerator
uint8:  1
bEnableResponsiveAA
Indicates that the material should be rendered using responsive anti-aliasing.
uint8:  1
bEnableStencilTest
Selectively execute post process material only for pixels that pass the stencil test against the Custom Depth/Stencil buffer.
uint8:  1
bForwardBlendsSkyLightCubemaps
Enables blending of sky light cubemap textures.
uint32:  1
bForwardRenderUsePreintegratedGFForSimpleIBL
Forward (including mobile) renderer: use preintegrated GF lut for simple IBL, but will use one more sampler.
uint8:  1
bFullyRough
Forces the material to be completely rough. Saves a number of instructions and one sampler.
uint8:  1
bGenerateSphericalParticleNormals
Whether to generate spherical normals for particles that use this material.
uint8:  1
bIsBlendable
Allows blendability to be turned off, only used if domain is PostProcess
uint8:  1
bIsFunctionPreviewMaterial
True if Material is the function preview material used in the material instance editor.
uint8:  1
bIsMaterialEditorStatsMaterial
True if this is a special material used for stats by the material editor.
uint8:  1
bIsPreviewMaterial
True if Material is the preview material used in the material editor.
uint8:  1
bIsSky
Unlit and Opaque materials can be used as sky material on a sky dome mesh.
uint8:  1
bIsThinSurface
Indicates that the material should be rendered as a thin surface (i.e., without inner volume).
TEnumAsByte< EB...
BlendableLocation
Where the node is inserted in the (post processing) graph, only used if domain is PostProcess
uint8:  1
BlendableOutputAlpha
If this is enabled, the blendable will output alpha
int32
BlendablePriority
If multiple nodes with the same type are inserted at the same point, this defined order and if they get combined, only used if domain is PostProcess
TEnumAsByte< EB...
BlendMode
Determines how the material's color is blended with background colors.
uint8:  1
bMobileEnableHighQualityBRDF
Use the high quality brdf functions on mobile to get better visual effects but adds GPU cost.
uint8:  1
bNormalCurvatureToRoughness
Reduce roughness based on screen space normal changes.
uint8:  1
bOutputTranslucentVelocity
When true, translucent materials will output motion vectors and write to depth buffer in velocity pass.
uint8:  1
bRootNodeOverridesDefaultDistortion
Indicates that the material do not use the material physically based refraction (e.g. IOR from reflectivity F0), but overrides it for artistic purposes.
uint8:  1
bScreenSpaceReflections
SSR on translucency
uint8:  1
bTangentSpaceNormal
Whether the material takes a tangent space normal or a world space normal as input.
uint8:  1
bUseAlphaToCoverage
Use alpha to coverage for masked material on mobile, make sure MSAA is enabled as well.
uint8:  1
bUsedAsSpecialEngineMaterial
This is a special usage flag that allows a material to be assignable to any primitive type.
uint8:  1
bUsedWithBeamTrails
Indicates that the material and its instances can be used with beam trails This will result in the shaders required to support beam trails being compiled which will increase shader compile time and memory usage.
uint8:  1
bUsedWithClothing
Indicates that the material and its instances can be used with clothing This will result in the shaders required to support clothing being compiled which will increase shader compile time and memory usage.
uint8:  1
bUsedWithEditorCompositing
Indicates that the material and its instances can be used with editor compositing This will result in the shaders required to support editor compositing being compiled which will increase shader compile time and memory usage.
uint8:  1
bUsedWithGeometryCache
uint8:  1
bUsedWithGeometryCollections
Indicates that the material and its instances can be use with geometry collections This will result in the shaders required to support geometry collections being compiled which will increase shader compile time and memory usage.
uint32:  1
bUsedWithHairStrands
Indicates that the material and its instances can be use with hair strands This will result in the shaders required to support hair strands geometries being compiled which will increase shader compile time and memory usage.
uint32:  1
bUsedWithHeterogeneousVolumes
Indicates that the material and its instances with heterogeneous volumes.
uint8:  1
bUsedWithInstancedStaticMeshes
Indicates that the material and its instances can be used with instanced static meshes This will result in the shaders required to support instanced static meshes being compiled which will increase shader compile time and memory usage.
uint32:  1
bUsedWithLidarPointCloud
Indicates that the material and its instances can be use with LiDAR Point Clouds This will result in the shaders required to support LiDAR Point Cloud geometries being compiled which will increase shader compile time and memory usage.
uint8:  1
bUsedWithMeshParticles
Indicates that the material and its instances can be used with mesh particles This will result in the shaders required to support mesh particles being compiled which will increase shader compile time and memory usage.
uint8:  1
bUsedWithMorphTargets
Indicates that the material and its instances can be used with morph targets This will result in the shaders required to support morph targets being compiled which will increase shader compile time and memory usage.
uint32:  1
bUsedWithNanite
Indicates that the material and its instances can be used with Nanite meshes.
uint8:  1
bUsedWithNiagaraMeshParticles
uint8:  1
bUsedWithNiagaraRibbons
uint8:  1
bUsedWithNiagaraSprites
Indicates that the material and its instances can be used with Niagara sprites (meshes and ribbons, respectively) This will result in the shaders required to support Niagara sprites being compiled which will increase shader compile time and memory usage.
uint8:  1
bUsedWithParticleSprites
Indicates that the material and its instances can be used with particle sprites This will result in the shaders required to support particle sprites being compiled which will increase shader compile time and memory usage.
uint8:  1
bUsedWithSkeletalMesh
Indicates that the material and its instances can be used with skeletal meshes.
uint8:  1
bUsedWithSplineMeshes
Indicates that the material and its instances can be used with spline meshes This will result in the shaders required to support spline meshes being compiled which will increase shader compile time and memory usage.
uint8:  1
bUsedWithStaticLighting
Indicates that the material and its instances can be used with static lighting This will result in the shaders required to support static lighting being compiled which will increase shader compile time and memory usage.
uint32:  1
bUsedWithVirtualHeightfieldMesh
Indicates that the material and its instances can be used with Virtual Heightfield Mesh.
uint32:  1
bUsedWithVolumetricCloud
Indicates that the material and its instances with volumetric cloud.
uint32:  1
bUsedWithWater
Indicates that the material and its instances can be use with water This will result in the shaders required to support water meshes being compiled which will increase shader compile time and memory usage.
uint8:  1
bUseEmissiveForDynamicAreaLighting
If enabled, the material's emissive colour is injected into the LightPropagationVolume
uint8:  1
bUseHQForwardReflections
Forward renderer: enables multiple parallax-corrected reflection captures that blend together.
uint8:  1
bUseLightmapDirectionality
Use lightmap directionality and per pixel normals.
uint8:  1
bUseMaterialAttributes
When true, the material attributes pin is used instead of the regular pins.
uint8:  1
bUsePlanarForwardReflections
Enables planar reflection when using the forward renderer or mobile.
uint8:  1
bUsesDistortion
Indicates that the material and its instances can be used with distortion This will result in the shaders required to support distortion being compiled which will increase shader compile time and memory usage.
uint8:  1
bUseTranslucencyVertexFog
When true, translucent materials are fogged. Defaults to true.
uint8:  1
bWriteOnlyAlpha
Whether the transluency pass should write its alpha, and only the alpha, into the framebuffer
TEnumAsByte< ED...
DecalBlendMode
FDefaultMateria...
DefaultMaterialInstance
FMaterialRenderProxyderivative that represent this material to the renderer, when the renderer needs to fetch parameter values.
FDisplacementSc...
DisplacementScaling
uint8:  1
DitheredLODTransition
Whether meshes rendered with the material should support dithered LOD transitions.
uint8:  1
DitherOpacityMask
Dither opacity mask.
TMap<FName,TA...
EditorParameters
Used to detect duplicate parameters. Does not contain parameters in referenced functions!
int32
EditorPitch
int32
EditorX
int32
EditorY
int32
EditorYaw
TEnumAsByte< EM...
FloatPrecisionMode
How to use full (highp) precision in the pixel shader.
TEnumAsByte< EM...
MaterialDecalResponse
Defines how the material reacts on DBuffer decals (Affects look, performance and texture/sample usage).
TEnumAsByte< EM...
MaterialDomain
The domain that the material's attributes will be evaluated in.
TObjectPtr< cla...
MaterialGraph
EdGraph based representation of the Material
float
MaxWorldPositionOffsetDisplacement
Specifies the max world position offset of the material.
FMaterialOverri...
NaniteOverrideMaterial
An override material which will be used instead of this one when rendering with Nanite.
int32
NumCustomizedUVs
Number of customized UV inputs to display.
float
OpacityMaskClipValue
If BlendMode is BLEND_Masked, the surface is not rendered where OpacityMask < OpacityMaskClipValue.
TObjectPtr< cla...
PhysicalMaterialMap
Physical material mask map to use for this graphics material. Used for sounds, effects etc.
TObjectPtr< cla...
PhysMaterial
Physical material to use for this graphics material. Used for sounds, effects etc.
TObjectPtr< cla...
PhysMaterialMask
Physical material mask to use for this graphics material. Used for sounds, effects etc.
TEnumAsByte< ER...
RefractionCoverageMode
Controls whether refraction takes into account the material surface coverage, or not.
float
RefractionDepthBias
This is the refraction depth bias, larger values offset distortion to prevent closer objects from rendering into the distorted surface at acute viewing angles but increases the disconnect between surface and where the refraction starts.
TEnumAsByte< ER...
RefractionMethod
Controls how the Refraction input is interpreted and how the refraction offset into scene color is computed for this material.
TArray<TObject...
RenderTracePhysicalMaterialOutputs
TEnumAsByte< EM...
ShadingRate
Select what shading rate to apply, on platforms that support variable rate shading.
FGuid
StateId
Guid that uniquely identifies this material.
TEnumAsByte< EM...
StencilCompare
uint8
StencilRefValue
FStrataCompilat...
StrataCompilationConfig
Not a UPROPERTY, used to propagate editor only strata material simplification options for preview.
float
TranslucencyDirectionalLightingIntensity
Useful for artificially increasing the influence of the normal on the lighting result for translucency.
TEnumAsByte< ET...
TranslucencyLightingMode
Sets the lighting mode that will be used on this material if it is translucent.
TEnumAsByte< EM...
TranslucencyPass
Specifies the separate pass in which to render translucency.
float
TranslucentBackscatteringExponent
Controls how diffuse the material's backscattering is when using the MSM_Subsurface shading model.
FLinearColor
TranslucentMultipleScatteringExtinction
Colored extinction factor used to approximate multiple scattering in dense volumes.
float
TranslucentSelfShadowDensityScale
Scale used to make translucent self-shadowing more or less opaque than the material's shadow on other objects.
float
TranslucentSelfShadowSecondDensityScale
Used to make a second self shadow gradient, to add interesting shading in the shadow of the first.
float
TranslucentSelfShadowSecondOpacity
Controls the strength of the second self shadow gradient.
float
TranslucentShadowDensityScale
Scale used to make translucent shadows more or less opaque than the material's actual opacity.
float
TranslucentShadowStartOffset
Local space distance to bias the translucent shadow.
uint8:  1
TwoSided
Indicates that the material should be rendered without backface culling and the normal should be flipped for backfaces.
std::atomic< ui...
UsageFlagCacheMiss
uint32
UsageFlagWarnings
True if we have printed a warning about material usage for a given usage flag.
uint8:  1
Wireframe
Enables a wireframe view of the mesh the material is applied to.